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We talked to two developers who worked on Shadow of the Tomb Raider to learn more about the practical challenges of making a giant tomb raiding game.

Bryant Francis, Senior Editor

September 12, 2018

1 Min Read

This week, Shadow of the Tomb Raider lands on consoles and PC, bringing the rebooted Tomb Raider trilogy to a close after being handed off from Crystal Dynamics to Eidos Montreal. 

Since Tomb Raider games are big, technical challenges that developers often take inspiration from, we were excited to be joined by Eidos Montreal's Jason Dozois and Fleur Marty on the Gamasutra Twitch channel for a conversation about the making of Shadow of the Tomb Raider. The conversation covered topics from narrative design to the implementation of the game's photo mode, but most notably, we were interested to learn from the pair why they felt Tomb Raider was the least "made on paper" game they'd worked on in their careers. 

To hear why they felt this way, and hear more stories about implementing some of the unique accessibility features in Shadow of the Tomb Raider, be sure to click on the video above for the full conversation. 

And while you're at it, you can follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary. 

About the Author(s)

Bryant Francis

Senior Editor, GameDeveloper.com

Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.

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